/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef SC_ESCORTAI_H
#define SC_ESCORTAI_H

#include "ScriptSystem.h"

#define DEFAULT_MAX_PLAYER_DISTANCE 50

struct Escort_Waypoint
{
    Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
    {
        id = _id;
        x = _x;
        y = _y;
        z = _z;
        WaitTimeMs = _w;
    }

    uint32 id;
    float x;
    float y;
    float z;
    uint32 WaitTimeMs;
};

enum eEscortState
{
    STATE_ESCORT_NONE       = 0x000,                        //nothing in progress
    STATE_ESCORT_ESCORTING  = 0x001,                        //escort are in progress
    STATE_ESCORT_RETURNING  = 0x002,                        //escort is returning after being in combat
    STATE_ESCORT_PAUSED     = 0x004                         //will not proceed with waypoints before state is removed
};

struct npc_escortAI : public ScriptedAI
{
public:
    explicit npc_escortAI(Creature* pCreature);
    ~npc_escortAI() { }

    // CreatureAI functions
    void AttackStart(Unit* who);

    void MoveInLineOfSight(Unit* who);

    void JustDied(Unit*);

    void JustRespawned();

    void ReturnToLastPoint();

    void EnterEvadeMode();

    void UpdateAI(const uint32);                        //the "internal" update, calls UpdateEscortAI()
    virtual void UpdateEscortAI(const uint32);          //used when it's needed to add code in update (abilities, scripted events, etc)

    void MovementInform(uint32, uint32);

    // EscortAI functions
    void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);

    virtual void WaypointReached(uint32 uiPointId) = 0;
    virtual void WaypointStart(uint32 /*uiPointId*/) { }

    void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);

    void SetRun(bool bRun = true);
    void SetEscortPaused(bool uPaused);

    bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
    virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }

    void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
    float GetMaxPlayerDistance() { return MaxPlayerDistance; }

    void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
    void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
    bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
    void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
    uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }

protected:
    Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*me, m_uiPlayerGUID); }

private:
    bool AssistPlayerInCombat(Unit* pWho);
    bool IsPlayerOrGroupInRange();
    void FillPointMovementListForCreature();

    void AddEscortState(uint32 uiEscortState) { m_uiEscortState |= uiEscortState; }
    void RemoveEscortState(uint32 uiEscortState) { m_uiEscortState &= ~uiEscortState; }

    uint64 m_uiPlayerGUID;
    uint32 m_uiWPWaitTimer;
    uint32 m_uiPlayerCheckTimer;
    uint32 m_uiEscortState;
    float MaxPlayerDistance;

    const Quest* m_pQuestForEscort;                     //generally passed in Start() when regular escort script.

    std::list<Escort_Waypoint> WaypointList;
    std::list<Escort_Waypoint>::iterator CurrentWP;

    bool m_bIsActiveAttacker;                           //obsolete, determined by faction.
    bool m_bIsRunning;                                  //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
    bool m_bCanInstantRespawn;                          //if creature should respawn instantly after escort over (if not, database respawntime are used)
    bool m_bCanReturnToStart;                           //if creature can walk same path (loop) without despawn. Not for regular escort quests.
    bool DespawnAtEnd;
    bool DespawnAtFar;
    bool ScriptWP;
};
#endif
